BEAT THE STREET

TitleBEAT THE STREET
BrandSAMSUNG ELECTRONICS BENELUX
Product/ServiceGEAR VR
Category A04. VR Experience
Entrant CHEIL BENELUX Amsterdam, THE NETHERLANDS
Idea Creation CHEIL BENELUX Amsterdam, THE NETHERLANDS
PR HVDM Voorburg, THE NETHERLANDS
Production WEMAKEVR Amsterdam, THE NETHERLANDS
Production 2 FAT FRED Amsterdam, THE NETHERLANDS
Credits
Name Company Position
Taco Zuidema Cheil Benelux B.V. Art Director
Huib Maaskant Cheil Benelux B.V. Copywriter
Geert-Jan Bijlstra Cheil Benelux B.V. Art-Director
Ton van Jole Cheil Benelux B.V. Associate Creative Director
Annemiek den Uil Cheil Benelux B.V. Associate Creative Director
Hans van Gils Cheil Benelux B.V. Strategy
Mariska Kloezen Cheil Benelux B.V. Business Director
Judith Langeslag Cheil Benelux B.V. Account Director
Sanne Kleindijk-Zaalberg Cheil Benelux B.V. Digital Producer
Leon van Oord WeMakeVR Director
Avinash Changa WeMakeVR Director
Susanne Huisman WeMakeVR Producer
Alice Roncier WeMakeVR Camera
Ricardo Viana WeMakeVR Special Effects

The Campaign

Beat The Street. In a virtual reality game we teach young children how to navigate in traffic. In the game they are confronted with a range of dangerous traffic situations that are very true to life. They have to make choices and take action – for example, look carefully, cross the street or wait until it is safe to do so. The motion sensors in the Gear VR give the children live feedback so that they are confronted, in a playful way, with the consequences of their actions. We developed the game (downloadable as an app) in collaboration with Samsung and Veilig Verkeer Nederland (the Dutch Traffic Safety Association).

Creative Execution

After carrying out research with the Dutch Traffic Safety Association, we selected the most dangerous traffic situations for cycling children. For a real-life VR experience, we filmed the situations in 360°, featuring three school friends. When you play the game, you become one of the friends and have to interact with traffic situations as well as your friends who are cycling next to you. Collisions appear cartoonish, but the message is deadly serious.

The game was launched just before the deadline of the Eurobest entry. The first results are very promising. To raise awareness and generate as much PR value as possible for the project, we developed a campaign movie for the press, a press release and press launch with children. PR coverage within two days after the launch: • 79 news items • 56,689,457 OTS • € 594,375 PR value • 4,483,851 impressions Business results: Proud to Own score smartphone category: Before launch (4 week average) =19% After launch (wk 39) =30% Increase > 50% Source: DVJ Insights weekly Brand Tracker

To create a sense of urgency, we did research to what worries most to parents when their children go to the highschool. Cycling by themselves was one of the most mentioned worries. We developed a Virtual Reality game, Beat The Street, in which children in the first class of highschool (most vulnarable group) are placed in real-life traffic situations. They are challenged to make the right decisions in a fun way. We collaborated with the Dutch traffic authority Veilig Verkeer Nederland.

Most road accidents involving children are due to their lack of experience with road traffic. It is one of the biggest worries shared by parents: their first-grader cycling to school along a new, unfamiliar route, all by themselves, or worse: with distracting friends. We wanted to use our knowledge and mobile technology to play a relevant and meaningful role in people’s lives. Samsung wants to both demonstrate and take social responsibility by confronting and solving social problems and making a difference that fuels real changes – small or large – for the better.